/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#include "server.h"


/*
=============================================================================
 
Delta encode a client frame onto the network channel
 
A normal server packet will look like:
 
4	sequence number (high bit set if an oversize fragment)
<optional reliable commands>
1	svc_snapshot
4	last client reliable command
4	serverTime
1	lastframe for delta compression
1	snapFlags
1	areaBytes
<areabytes>
<playerstate>
<packetentities>
 
=============================================================================
*/

/*
=============
SV_EmitPacketEntities
 
Writes a delta update of an entityState_t list to the message.
=============
*/
static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg )
{
    entityState_t	*oldent, *newent;
    int		from_num_entities;
    unsigned int newnum, oldnum, newindex, oldindex;

    // generate the delta update
    if ( !from )
    {
        from_num_entities = 0;
    }
    else
    {
        from_num_entities = from->num_entities;
    }

    newent = NULL;
    oldent = NULL;
    newindex = 0;
    oldindex = 0;
    while ( newindex < to->num_entities || oldindex < from_num_entities )
    {
        if ( newindex >= to->num_entities )
        {
            newnum = 9999;
        }
        else
        {
            newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
            newnum = newent->number;
        }

        if ( oldindex >= from_num_entities )
        {
            oldnum = 9999;
        }
        else
        {
            oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
            oldnum = oldent->number;
        }

        if ( newnum == oldnum )
        {
            // delta update from old position
            // because the force parm is qfalse, this will not result
            // in any bytes being emited if the entity has not changed at all
            MSG_WriteDeltaEntity (msg, oldent, newent, qfalse );
            oldindex++;
            newindex++;
            continue;
        }

        if ( newnum < oldnum )
        {
            // this is a new entity, send it from the baseline
            MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue );
            newindex++;
            continue;
        }

        if ( newnum > oldnum )
        {
            // the old entity isn't present in the new message
            MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue );
            oldindex++;
            continue;
        }
    }

    MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS );	// end of packetentities
}



/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg )
{
    clientSnapshot_t	*frame, *oldframe;
    int					lastframe;
    int					i;
    int					snapFlags;

    // this is the snapshot we are creating
    frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];

    // try to use a previous frame as the source for delta compressing the snapshot
    if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE )
    {
        // client is asking for a retransmit
        oldframe = NULL;
        lastframe = 0;
    }
    else if ( client->netchan.outgoingSequence - client->deltaMessage
              >= (PACKET_BACKUP - 3) )
    {
        // client hasn't gotten a good message through in a long time
        Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
        oldframe = NULL;
        lastframe = 0;
    }
    else
    {
        // we have a valid snapshot to delta from
        oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
        lastframe = client->netchan.outgoingSequence - client->deltaMessage;

        // the snapshot's entities may still have rolled off the buffer, though
        if ( oldframe->first_entity <= (unsigned int)(svs.nextSnapshotEntities - svs.numSnapshotEntities))
        {
            Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
            oldframe = NULL;
            lastframe = 0;
        }
    }

    MSG_WriteByte (msg, svc_snapshot);

    // NOTE, MRE: now sent at the start of every message from server to client
    // let the client know which reliable clientCommands we have received
    //MSG_WriteLong( msg, client->lastClientCommand );

    // send over the current server time so the client can drift
    // its view of time to try to match
    MSG_WriteLong (msg, svs.time);

    // what we are delta'ing from
    MSG_WriteByte (msg, lastframe);

    snapFlags = svs.snapFlagServerBit;
    if ( client->rateDelayed )
    {
        snapFlags |= SNAPFLAG_RATE_DELAYED;
    }
    if ( client->state != CS_ACTIVE )
    {
        snapFlags |= SNAPFLAG_NOT_ACTIVE;
    }

    MSG_WriteByte (msg, snapFlags);

    // send over the areabits
    MSG_WriteByte (msg, frame->areabytes);
    MSG_WriteData (msg, frame->areabits, frame->areabytes);

    // delta encode the playerstate
    if ( oldframe )
    {
        MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
    }
    else
    {
        MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
    }

    // delta encode the entities
    SV_EmitPacketEntities (oldframe, frame, msg);

    // padding for rate debugging
    if ( sv_padPackets->integer )
    {
        for ( i = 0 ; i < sv_padPackets->integer ; i++ )
        {
            MSG_WriteByte (msg, svc_nop);
        }
    }
}


/*
==================
SV_UpdateServerCommandsToClient
 
(re)send all server commands the client hasn't acknowledged yet
==================
*/
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg )
{
    int		i;

    // write any unacknowledged serverCommands
    for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ )
    {
        MSG_WriteByte( msg, svc_serverCommand );
        MSG_WriteLong( msg, i );
        MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
    }
    client->reliableSent = client->reliableSequence;
}

/*
=============================================================================
 
Build a client snapshot structure
 
=============================================================================
*/

#define	MAX_SNAPSHOT_ENTITIES	1024
typedef struct
{
    int		numSnapshotEntities;
    int		snapshotEntities[MAX_SNAPSHOT_ENTITIES];
}
snapshotEntityNumbers_t;

/*
=======================
SV_QsortEntityNumbers
=======================
*/
static int QDECL SV_QsortEntityNumbers( const void *a, const void *b )
{
    int	*ea, *eb;

    ea = (int *)a;
    eb = (int *)b;

    if ( *ea == *eb )
    {
        Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
    }

    if ( *ea < *eb )
    {
        return -1;
    }

    return 1;
}


/*
===============
SV_AddEntToSnapshot
===============
*/
static void SV_AddEntToSnapshot( svEntity_t *svEnt, gentity_t *gEnt, snapshotEntityNumbers_t *eNums )
{
    // if we have already added this entity to this snapshot, don't add again
    if ( svEnt->snapshotCounter == sv.snapshotCounter )
    {
        return;
    }
    svEnt->snapshotCounter = sv.snapshotCounter;

    // if we are full, silently discard entities
    if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES )
    {
        return;
    }

    eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
    eNums->numSnapshotEntities++;
}

/*
===============
SV_AddEntitiesVisibleFromPoint
===============
*/
static void SV_AddEntitiesVisibleFromPoint(vec3_t origin, clientSnapshot_t *frame, snapshotEntityNumbers_t *eNums, qboolean portal)
{
    unsigned int e;
    int		i;
    gentity_t *ent;
    svEntity_t	*svEnt;
    int		l;
    int		clientarea, clientcluster;
    int		leafnum;
    int		c_fullsend;
    byte	*clientpvs;
    byte	*bitvector;

    // during an error shutdown message we may need to transmit
    // the shutdown message after the server has shutdown, so
    // specfically check for it
    if ( !sv.state )
        return;

    leafnum = CM_PointLeafnum (origin);
    clientarea = CM_LeafArea (leafnum);
    clientcluster = CM_LeafCluster (leafnum);

    // calculate the visible areas
    frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );

    clientpvs = CM_ClusterPVS (clientcluster);

    c_fullsend = 0;

    for ( e = 0 ; e < sv.num_entities ; e++ )
    {
        ent = SV_GentityNum(e);

        // never send entities that aren't linked in
        if ( !ent->r.linked )
            continue;

        if (ent->s.number != e)
        {
            Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
            ent->s.number = e;
        }

        // entities can be flagged to explicitly not be sent to the client
        if ( ent->r.svFlags & SVF_NOCLIENT )
        {
            continue;
        }

        // entities can be flagged to be sent to only one client
        if ( ent->r.svFlags & SVF_SINGLECLIENT )
        {
            if ( ent->r.singleClient != frame->ps.clientNum )
            {
                continue;
            }
        }
        // entities can be flagged to be sent to everyone but one client
        if ( ent->r.svFlags & SVF_NOTSINGLECLIENT )
        {
            if ( ent->r.singleClient == frame->ps.clientNum )
            {
                continue;
            }
        }
        // entities can be flagged to be sent to a given mask of clients
        if ( ent->r.svFlags & SVF_CLIENTMASK )
        {
            if (frame->ps.clientNum >= 32)
                Com_Error( ERR_DROP, "SVF_CLIENTMASK: cientNum > 32\n" );
            if (~ent->r.singleClient & (1 << frame->ps.clientNum))
                continue;
        }

        svEnt = SV_SvEntityForGentity( ent );

        // don't double add an entity through portals
        if ( svEnt->snapshotCounter == sv.snapshotCounter )
            continue;

        // broadcast entities are always sent
        if ( ent->r.svFlags & SVF_BROADCAST )
        {
            SV_AddEntToSnapshot( svEnt, ent, eNums );
            continue;
        }

        // ignore if not touching a PV leaf
        // check area
        if ( !CM_AreasConnected( clientarea, svEnt->areanum ) )
        {
            // doors can legally straddle two areas, so
            // we may need to check another one
            if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) )
            {
                continue;		// blocked by a door
            }
        }

        bitvector = clientpvs;

        // check individual leafs
        if ( !svEnt->numClusters )
        {
            continue;
        }
        l = 0;
        for ( i=0 ; i < svEnt->numClusters ; i++ )
        {
            l = svEnt->clusternums[i];
            if ( bitvector[l >> 3] & (1 << (l&7) ) )
            {
                break;
            }
        }

        // if we haven't found it to be visible,
        // check overflow clusters that coudln't be stored
        if ( i == svEnt->numClusters )
        {
            if ( svEnt->lastCluster )
            {
                for ( ; l <= svEnt->lastCluster ; l++ )
                {
                    if ( bitvector[l >> 3] & (1 << (l&7) ) )
                    {
                        break;
                    }
                }
                if ( l == svEnt->lastCluster )
                {
                    continue;	// not visible
                }
            }
            else
            {
                continue;
            }
        }

        // add it
        SV_AddEntToSnapshot( svEnt, ent, eNums );

        // if its a portal entity, add everything visible from its camera position
        if ( ent->r.svFlags & SVF_PORTAL )
        {
            if ( ent->s.generic1 )
            {
                vec3_t dir;
                VectorSubtract(ent->s.origin, origin, dir);
                if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 )
                    continue;
            }
            SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
        }
    }
}

/*
=============
SV_BuildClientSnapshot
 
Decides which entities are going to be visible to the client, and
copies off the playerstate and areabits.
 
This properly handles multiple recursive portals, but the render
currently doesn't.
 
For viewing through other player's eyes, clent can be something other than client->gentity
=============
*/
static void SV_BuildClientSnapshot( client_t *client )
{
    vec3_t						org;
    clientSnapshot_t			*frame;
    snapshotEntityNumbers_t		entityNumbers;
    int							i;
    gentity_t				*ent;
    entityState_t				*state;
    svEntity_t					*svEnt;
    gentity_t				*clent;
    int							clientNum;
    playerState_t				*ps;

    // bump the counter used to prevent double adding
    sv.snapshotCounter++;

    // this is the frame we are creating
    frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];

    // clear everything in this snapshot
    entityNumbers.numSnapshotEntities = 0;
    Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );

    // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
    frame->num_entities = 0;

    clent = client->gentity;
    if ( !clent || client->state == CS_ZOMBIE )
    {
        return;
    }

    // grab the current playerState_t
    //ps = SV_GameClientNum( client - svs.clients );
    ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(( client - svs.clients )));
    frame->ps = *ps;

    // never send client's own entity, because it can
    // be regenerated from the playerstate
    clientNum = frame->ps.clientNum;
    if ( clientNum < 0 || clientNum >= MAX_GENTITIES )
    {
        Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
    }
    svEnt = &sv.svEntities[ clientNum ];

    svEnt->snapshotCounter = sv.snapshotCounter;

    // find the client's viewpoint
    VectorCopy( ps->origin, org );
    org[2] += ps->viewheight;

    // add all the entities directly visible to the eye, which
    // may include portal entities that merge other viewpoints
    SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );

    // if there were portals visible, there may be out of order entities
    // in the list which will need to be resorted for the delta compression
    // to work correctly.  This also catches the error condition
    // of an entity being included twice.
    qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
           sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );

    // now that all viewpoint's areabits have been OR'd together, invert
    // all of them to make it a mask vector, which is what the renderer wants
    for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ )
    {
        ((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
    }

    // copy the entity states out
    frame->num_entities = 0;
    frame->first_entity = svs.nextSnapshotEntities;
    for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ )
    {
        ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
        state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
        *state = ent->s;
        svs.nextSnapshotEntities++;
        // this should never hit, map should always be restarted first in SV_Frame
        if ( svs.nextSnapshotEntities >= 0x7FFFFFFE )
        {
            Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
        }
        frame->num_entities++;
    }
}


/*
====================
SV_RateMsec
 
Return the number of msec a given size message is supposed
to take to clear, based on the current rate
====================
*/
#define	HEADER_RATE_BYTES	48		// include our header, IP header, and some overhead
static int SV_RateMsec( client_t *client, int messageSize )
{
    int		rate;
    int		rateMsec;

    // individual messages will never be larger than fragment size
    if ( messageSize > 1500 )
    {
        messageSize = 1500;
    }
    rate = client->rate;
    if ( sv_maxRate->integer )
    {
        if ( sv_maxRate->integer < 1000 )
        {
            Cvar_Set( "sv_MaxRate", "1000" );
        }
        if ( sv_maxRate->integer < rate )
        {
            rate = sv_maxRate->integer;
        }
    }
    rateMsec = ( messageSize + HEADER_RATE_BYTES ) * 1000 / rate;

    return rateMsec;
}

/*
=======================
SV_SendMessageToClient
 
Called by SV_SendClientSnapshot and SV_SendClientGameState
=======================
*/
void SV_SendMessageToClient( msg_t *msg, client_t *client )
{
    int			rateMsec;

    // record information about the message
    client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
    client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
    client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;

    // send the datagram
    SV_Netchan_Transmit( client, msg );	//msg->cursize, msg->data );

    // set nextSnapshotTime based on rate and requested number of updates

    // local clients get snapshots every frame
    // TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
    // added sv_lanForceRate check
    if ( client->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress (client->netchan.remoteAddress)) )
    {
        client->nextSnapshotTime = svs.time - 1;
        return;
    }

    // normal rate / snapshotMsec calculation
    rateMsec = SV_RateMsec( client, msg->cursize );

    if ( rateMsec < client->snapshotMsec )
    {
        // never send more packets than this, no matter what the rate is at
        rateMsec = client->snapshotMsec;
        client->rateDelayed = qfalse;
    }
    else
    {
        client->rateDelayed = qtrue;
    }

    client->nextSnapshotTime = svs.time + rateMsec;

    // don't pile up empty snapshots while connecting
    if ( client->state != CS_ACTIVE )
    {
        // a gigantic connection message may have already put the nextSnapshotTime
        // more than a second away, so don't shorten it
        // do shorten if client is downloading
        if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 )
        {
            client->nextSnapshotTime = svs.time + 1000;
        }
    }
}


/*
=======================
SV_SendClientSnapshot
 
Also called by SV_FinalMessage
 
=======================
*/
void SV_SendClientSnapshot( client_t *client )
{
    byte		msg_buf[MAX_MSGLEN];
    msg_t		msg;

    // build the snapshot
    SV_BuildClientSnapshot( client );

    // bots need to have their snapshots build, but
    // the query them directly without needing to be sent
    if ( client->gentity && client->gentity->r.svFlags & SVF_BOT )
    {
        return;
    }

    MSG_Init (&msg, msg_buf, sizeof(msg_buf));
    msg.allowoverflow = qtrue;

    // NOTE, MRE: all server->client messages now acknowledge
    // let the client know which reliable clientCommands we have received
    MSG_WriteLong( &msg, client->lastClientCommand );

    // (re)send any reliable server commands
    SV_UpdateServerCommandsToClient( client, &msg );

    // send over all the relevant entityState_t
    // and the playerState_t
    SV_WriteSnapshotToClient( client, &msg );

    // Add any download data if the client is downloading
    SV_WriteDownloadToClient( client, &msg );

    // check for overflow
    if ( msg.overflowed )
    {
        Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
        MSG_Clear (&msg);
    }

    SV_SendMessageToClient( &msg, client );
}


/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
    int			i;
    client_t	*c;

    // send a message to each connected client
    for (i=0, c = svs.clients ; i < sv_maxclients->integer ; i++, c++)
    {
        if (!c->state)
        {
            continue;		// not connected
        }

        if ( svs.time < c->nextSnapshotTime )
        {
            continue;		// not time yet
        }

        // send additional message fragments if the last message
        // was too large to send at once
        if ( c->netchan.unsentFragments )
        {
            c->nextSnapshotTime = svs.time +
                                  SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart );
            SV_Netchan_TransmitNextFragment( c );
            continue;
        }

        // generate and send a new message
        SV_SendClientSnapshot( c );
    }
}

